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Showing content with the highest reputation since 08/07/2025 in Posts

  1. 6 points
  2. 4 points
  3. 4 points
    View File Arena Scr (Taris Dueling Arena Adjustment 1.4) I reworked the screens for the Taris Dueling Arena Adjustment 1.4 mod. Created animation. Frame size 1024 by 1024 (42 frames). 1. Download: TarArenaScr 2. Copy all files to the Knights of the Old Republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. Delete the DP_TarArenaScr A - I .tpc files (this is not required if downloading the .tpc filetype option; simply overwrite files when moving to override). 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 08/06/2025 Category Mods K1R Compatible Yes  
  4. 3 points
    I know i started a topic like 2 years ago or something about doing a remaster / retexture, but i never got far into it. So I recently started over again using the new AI model i have been working on for the last 2'ish years on and off, the recent update made it really good at doing clothing. This retexture will be similar to my other remasters i've made in the last years (Jedi Knight 2, Thief 2,Morrowind and Gothic 2). So basically the full game retextured, maybe apart from the smallest stuff which doesnt make sense to retexture. I'm maybe 70% done or so. 1600+ textures so far, but some needs to be remade again or needs fixes. Some examples attached
  5. 3 points
    Snigaroo, I'd like to tackle Party at Davik's. I've already done most of the work. Cheers!
  6. 3 points
  7. 2 points
    The time has come, this is the WIP thread for the Kotor II counterpart of my Kotor I NPC Overhaul Series. In this WIP thread, I shall be showcasing ports of my K1 NPC Overhaul into K2 alongside brand new NPC Overhaul mods specifically for K2. The Kotor II NPC Diversity Pack shall be very different from my Kotor I counterpart, instead of releasing a rather finished product and then perfecting that product through updates the first release shall include just Telos and will add new planets every update until most of the planets are complete. I say "most" planets because some planets simply don't have NPCs to overhaul like Peragus and Malachor for example. Unlike Kotor I, many of the commoner NPCs spread across the galaxy are just downright bad. What do I mean by this? Well, Commoners often have very few unique dialogues so a room with 10 men inside will each share the exact same dialogue with just three lines, the Commoner NPCs in the 201TEL Citadel Hangar will stop and remain stuck standing forever when you speak with them, a commoner in 202TEL will run away from the Mercenary fight and end up stuck in a corner, commoners in 202TEL are positioned weird with one man standing on the edge of a 500 foot drop, NPCs in 204TEL and 302NAR have this weird "random" walking script which doesn't take into account where that NPC actually is resulting in commoners entering the Ithorian Compound, not reacting to the Mercenary Battle, and Refugees ending up outside the Refugee Area stuck inside the ramp areas. And the worst part of Kotor II's commoner NPCs is that: 1) They all share the exact same filename, for example "n_telm01.utc" is spread between a few Telos modules. In my experience, this has caused havoc with the TSLPatcher and HoloPatcher (Though this could just be a skill issue on my part). 2) More often than not an NPCs UTC file will be duplicated inside the .GIT file, meaning there will always be two identical NPCs unless the .GIT file is modified to remove the duplicate. Now, compare these to Kotor I's commoner NPCs. There are multiple Commoner dialogues with multiple lines to give variety, the best example being the Taris Upper City. Commoners have unique walking scripts which directs them to do laps across a certain location of the map, the best examples being the Taris Upper City, Dantooine Jedi, and Anchorhead Commoners. 95% of Commoners have their own unique UTC file for each module and only 2% of NPCs have the .GIT file duplication problem. Kainzorus Prime's [TSL] NPC Overhaul Mod directly changed the .UTC files and nothing else. This means problems 1 and 2 mentioned above are in full force with this mod. Problem 1) All the commoner NPC files are the exact same between modules, and since this mod was made before the "FileName" functionality was introduced to the TSLPatcher this mod has to be installed more than 50 times as you are installing .UTC files into each individual module in the game. Problem 2) The duplicated NPCs are in this mod but they're less noticeable. Look at the screenshot down below, count how many Asian men wearing pink clothes you see. My NPC Diversity Pack for Kotor II shall fix both of these problems, to prevent having multiple .UTC files shared across multiple modules use the exact same .UTC file I've modified the .GIT files to replace the vanilla Commoner .UTC files files, like "n_telm01.utc" for example, with new modded .UTC files with unique file names per module. I've not only removed the duplicate NPCs from the .GIT file, but I've also added new NPCs and new placeables into different modules. In this spoiler down below, I've added NPCs to the background of the 202TEL Citadel module to imply that these are areas in which people are working and living in. A major hurdle in 202TEL is that Commoners will run away from the Mercenary fight and get stuck in the corner, TSF Officers will fight the Sullustan and not you if you went Dark Side, and no one seems to react to the Masked Duros Assassin fight. These have been fixed in a number of ways. The vanilla NPCs have been swapped out for NPCs with unique .UTC files and have all been moved into the airport area that leads to the Residential Modules. The airport area that leads to the Docks are empty to imply that the Transit Shuttle has just left leaving the area empty, this was done to improve the Masked Duros Fight so that he now isn't attacking you in front of civillians. Each of the new NPCs have their own unique dialogue, the child reuses the child line from the Onderon Child that goes "I'm not supposed to talk to offworlders". the Bith, Aqualish, and Ithorian shall use alien VO, the two other women in the background shall have "[This woman is ignoring you]" dialogue and will be mute, the Smuggler shall reuse traveller dialogue from 201TEL, the Onderonian is the Onderonian Diplomat from 204TEL as he'll be moved out of the Hospital Area and into this area. The TSF Patrols have been replaced with cleaning and maintenance droids, it will now make sense as to why they aren't properly reacting to the Mercenary fight or you murdering the Sullustan as these are low-intelligence droids who can't act as reliable witnesses to their/your crimes. Thus far, I've only started tinkering with 202TEL and 203TEL whenever I've felt like it. The first release of the K2 NPC-DP mod is nowhere near ready, but this is the NPC Overhaul "Series" WIP thread, and just like in K1 that means I'm developing other mods to be used alongside the K2 NPC-DP mod. A Peragus NPC Overhaul is 99% complete and could be released real soon, the problem is that I don't know "how" to release it. Do you guys know of my Beta Peragus Miner Pack? It adds a few optional installations for those who might want to restore the cut Peragus Uniforms that were based on the Czerka Uniforms. You can't install all of these installations all together though, one install might convert all the Peragus Miners into Beta Peragus Miners whilst another install might restore the Beta Peragus Miners for one or two Peragus Miners whilst the rest wear the vanilla Miner's Uniform. Right now, the Peragus NPC Overhaul is setup as an update to the Beta Peragus Miner Pack which I feel might overcomplicate the installation process. All together, there would be 9 installations if it goes ahead as an update. Here are the installations: 1) Everyone a Beta Miner: Self-explanatory, converts Peragus Miners into Beta Peragus Miners for those who want to roleplay "what if Obsidian kept the Beta model". 2) No Player Heads: Removes the Player Heads from the Peragus Miners, namely one of Coorta's Thugs, and replaces them with generic Commoner heads. 3) Some Beta Miners: Self-explanatory, only converts some of the Peragus Miners into Beta Peragus Miners so that some Miners wear Miner's Uniforms whilst others wear Beta Miner uniforms. 4) Proper Peragus Corpses: Turns the Peragus Corpse placeables invisible and spawns dead Peragus Miner NPCs on top of the invisible placeables. These dead Peragus Miners reuse the four Peragus Miner appearances meaning they'll be plenty of cloned appearances but, by comparison to the normal game like the Telos Militry Base, would fit right in. 5) Peragus NPC Overhaul: Cannot be installed without 'Proper Peragus Corpses'. Gives each and every dead Peragus Miner their unique appearance. Since there are so many bodies scattered throughout Peragus, the generic Commoner heads you'll see will only appear once with the only repeats being the Devaronians. 6) No more "Destroy Terminal" option: Removes the option to destroy the computer terminals on Peragus, thus forcing you to complete the Peragus questlines. 7) Lootable Lockers: The static lockers that you cannot access on Peragus will all be given randomly generated loot you can access. 8,) Tiered Peragus Miners: Requires the Peragus Mining Gear mod to be installed and cannot be installed without 'Proper Peragus Corpses' and 'Peragus NPC Overhaul'. With the Peragus Mining Gear mod installed, this install readds the vanilla Miner's Uniform back into the game as a seperate item to the Peragus Mining Gear armor. This install will change the dead Peragus Miner's so that they are wearing a mix of Peragus Mining Gear, Miner's Uniform, and Beta Peragus Uniform. 9) Vibrocutter Swap: Cannot be installed without 'Proper Peragus Corpses'. This install will render the Corpse with the Vibrocutter unusable and will move the Vibrocutter to the locker in the Peragus Security Office. Consider this install a compatibility patch as Lewok's mod won't work with this mod. So, what do we think? Should I partition the Beta Peragus Miner Pack update into several smaller mods? And if so, what how many mods and which sections will go into these mods? When I get around to working on the K2 NPC-DP mod, or any other mod in the K2 NPC Overhaul Series, I shall post my progress here. I look forward to hearing what you all think in the mean time. 😎
  8. 2 points
    The KOTOR test for Revision 12 has just been completed. With one exception which will need to be re-tested next Revision, every submitted mod was accepted--thank you to all the modders who fulfilled these requests! I have now removed the fulfilled requests from the OP, so now only active requests are present there. As always, I have thought of some more things I'd like in the course of this playthrough, and we have some new requests too. They are, in order of appearance: Swoop Overhaul CHA Items for DS Players Buffed Dueling Twitch is Hard Sentinels With Skills I'm Within Milliseconds of Winning Screw You Sith Armor Allows Force Abilities Party at Davik's Carth and the Player Both Require Sith Uniforms Tusken Aren't Blind Yuthura Opens Up Zaalbar and Chuundar Geometry Problems Enemy Diversity No, I Don't Want to Gather My Party Before Venturing Forth Altogether, not an insignificant amount of new requests! I hope they inspire some of you. As with the last Revision cycle, any of these requests fulfilled will not be tested until the next Revision. It's impossible to predict when that will be with accuracy, but I would estimate at least a year from this post, as two Revisions have come in quick succession and I would like to give users a breather without another big update for a while. Thanks all!
  9. 2 points
    The time has come, the Echani are almost ready to be added to the K1 Alien Pack. These skins were, for the most part, made by me. The Echani textures in the K1EP are by RedRob41 and, I assume, aren't part of the modder's resource element of that mod. Below is an example of an Echani made by me. Since Brianna is supposed to be a hybrid of a human and an Echani (The human Arren Kae as the mother and the Echani Yusanis as the father) I wasn't inspired by her appearance when making the Echani, instead, I was inspired by the appearance of Raskta Lsu. This next skin is based on Daris Solomon's texture from BOSSR. As that mod can be used by modders as per SilverEdge9's blanket permission, I took Solomon's head and modified it to look like someone else despite still using the same head model. Below is the third Echani appearance, it isn't too visible but as you can see if you were to install the Devaronian install you'd get both species side by side. Since the cut Echani in the Ahto City Bar already has a UTC file, there are no extra compatibility patches for the K1 Alien Pack's Echani install and the RC-K1CP which will soon restore the Echani. Just install the RC-K1CP before the K1 Alien Pack's Echani and both the vanilla Echanis and the restored Echanis shall have Echani heads. There are 3 male Echani heads added with 8 NPCs across the entire game being converted into Echanis. Female Echanis may be added in a future update and named NPCs may get their own unique Echani heads in the Galaxy of Faces mod. If you think the K1 Alien Pack adds too few Echani, don't worry - the Echani are few only because the K1 Alien Pack will add more aliens throughout the game so no one alien species will be overrepresented. The K1 Alien Pack's Echani update shall come with another new alien species which I hope to share here once those ones are ready. Stay tuned!
  10. 2 points
  11. 1 point
    Carth and general improvement of crates, walls, damage decals
  12. 1 point
    Isn't his "state of the art security system" a glorified electric fence?
  13. 1 point
    Isn't T3 supposed to have superior code breaking and computer slicing skills? Got you into a Sith military base so I imagine getting onto the Ebon Hawk wouldn't be too much harder.
  14. 1 point
    I am experiencing a glaring problem with the Alpha Channel of the retexture of Bastila's head. Instead of a transparency effect I get a full white color. Removing the Alpha Channel fixes the issue, but I thought I'd report it.
  15. 1 point
    they're pretty much 1:1. but if you have a more specific idea of how to improve them i can give it a shot for sure.
  16. 1 point
    I like how the AI Textures work, I'd like to see the Leviathan, if done.
  17. 1 point
    Some more in-game screens
  18. 1 point
    View File Kotor AutoTranslate Tool Translate an entire mod or KOTOR install to 80 languages using Google Translate! This is a very powerful tool that can modify TLK strings and CExoLocStrings in GFFs in bulk quickly. Simply follow the prompts, point it to the GFF/TLK/Kotor directory/whatever and have it automatically translated to the language of your choice! This tool can also create those bitmap 'font packs' that users have been using to play the game in non-released languages (Many thanks to Drazgar and DarthParametric for providing the insight into the TXI files). This means the in game text will show the correct characters when playing the game. How to use: Simply run the executable. It'll ask you many things. There are 3 actions you can do with this: Set all dialog unskippable sets all dialog found in dlgs, at the chosen path, to unskippable. Includes every node. Not recommended lol Translate Will translate All CExoLocStrings (localized strings) and TLK entries at the path to the language(s) of your choice Create Fonts Will create fonts of the chosen languages to your current directory in a folder named after the language. Just drag and drop these files to your Override folder once it completes. If you point PATH1 to a KOTOR install, it will ONLY patch the Override folder, the Modules folder, the rims folder (if exists), and the dialog.tlk file. This was a design choice to improve how long the patcher takes to finish. This includes any subfolders within the aforementioned folder names. The patched files will be in the same directory as the original files with the appended language suffixed to the end of the file. For example, 'dialog_de.tlk'. You will need to rename them as their original filenames to activate them. Supported filetypes/formats: TalkTable files (TLK) Any GFF file (DLG, UTC, etc) TGA/TXI (non-translateable obviously) Any capsule (ERF, MOD, etc) DBCS languages such as Japanese/Korean/Chinese are not currently supported. This program is in beta. Please report any bugs you encounter. Source code: https://github.com/NickHugi/PyKotor/tree/master/Tools/BatchPatcher Credit: @Cortisol for creating the PyKotor library @DarthParametric for extensive testing and feature recommendations. @Drazgar for providing a ton of knowledge in regard to the TXI/TGA font packs The project would not be possible without these awesome modders. K1-translated dialog files: dialog_es.tlkdialog_sq.tlk dialog_af.tlk dialog_ar.tlk dialog_ay.tlkdialog_cs.tlkdialog_corsican.tlkdialog_chichewa.tlkdialog_catalan.tlkdialog_bulgarian.tlkdialog_belarusian.tlkdialog_basque.tlkdialog_azerbaijani.tlkdialog_aymara.tlkdialog_arabic.tlkdialog_albanian.tlkdialog_afrikaans.tlkdialog_da.tlk Submitter th3w1zard1 Submitted 11/14/2023 Category Modding Tools  
  19. 1 point
    No, that is literally the opposite. Fadeout on object destruction is the default. You have to manually specify for fade to be disabled. Whether your video card can render it properly is perhaps another issue entirely, but unrelated to what the game is actually doing. Unless you use a stunt animation, the rotation of the die/dead animations are going to vary based on the creature's starting rotation. I would assume he is jumped to a waypoint for the final death shot, but that can still be a little inconsistent in terms of facing due to the way conversations work. So yes, it's probably going to vary a little, but it shouldn't do so in a significant manner. Especially since they are probably using static cameras which have a fixed position, so he needs to stay in the same spot to remain framed. That said, it's possible that TSLRCM changed things with the scene composition that might be a factor. I'm not sure.
  20. 1 point
    It's more a case of ATI/AMD driver support for OpenGL being (still) trash whereas nVidia's support for it is competent. The script in question chokes DeNCS so I only have bytecode, but it's worth noting that both the vanilla and TSLRCM versions are set to use fade out in both of the DestroyObject calls the script makes. So whatever TSLRCM changed, it wasn't that apparently.
  21. 1 point
    A point of interest, in the two videos you linked one version is the PC version and the other is the Xbox version. The Xbox version shows Nihilus have a proper fade away while the PC one you showed has a jank one. You mentioned TSLRCM, but the PC version gameplay you showed is from a playthrough not using TSLRCM, judging by other parts the uploader showed of that playthrough on their channel. Maybe TSLRCM fixed this issue on PC? Not sure. Fun fact, the Switch version from what I saw from 2 playthoughs on Youtube also has a broken fade effect for Nihilus. I think the Xbox version is just more refined in many areas compared to the PC version, considering it's an old 2004 game. I saw a TSLRCM playthrough with fixed fades, maybe the mod fixed it for good? ngl the fade out effect is kinda wonky in my experience in both Kotor 1 and 2. It sometimes works and sometimes doesn't. Mods using "ghosts" like Brotherhood of Shadow or even vanilla characters like Ajunta Pall in or the TSL Korriban tomb visions all are supposed utilize fade aways upon death, but sometimes this works and sometimes this doesn't. I don't know much about scripting but my game settings are as max as max can be and my PC components aren't the issue, Kotor loves Nvidia. When it comes to fading in this game engine, I think it might be you and your luck if the engine wants to cooperate with the script that actually allows it. Sometimes there might just be too much happening in the engine for it to register correctly. I'm hardly an expert on this though, this is just what I'm assuming from multiple inconsistent playthroughs.
  22. 1 point
    There's a very likely chance that the OP is very un-knowledgeable about in modding in general judging by this quote from their Mod Request thread. I would advise to assume novice level here.
  23. 1 point
    Probably a script change that didn't specify fadeout on object destruction.
  24. 1 point
    This right here is the reason I haven't tried out any of your appearance mods, @N-DReW25. Between the constant updates, the unclear documentation of compatibility, and specifics of what's included in each - that's why I have steered clear. It's a shame because some of the screen shots look interesting. I suppose I'll just wait until it's included in Snigaroo's Mod Builds. No offense intended in any of this, of course.
  25. 1 point
    Is that relevant? It's on Github. That shouldn't be the case from what I recall, since the door should be locked and signal the trooper to initiate a conversation if you try to open it. If it is broken then nobody bothered to tell me about it. But there's nothing stopping someone from using that mod as a basis to make a "proper" version if it's required. It would be useful if people would create an issue for this type of thing on the K1CP repo. Soon™. I did a basic fix of that ages ago that just duplicated the vanilla GUI image. Functional, but not particularly pretty.
  26. 1 point
    Good day. I haven't seen these messages. Thank you!) The problem with the tail has been solved. But the problem with the eyelashes. Perhaps you'd like to take a look: Lara.rar
  27. 1 point
    View File Animated Endar Spire Portholes This mod will replace and update texture files. For proper operation, KOTOR 1 Community Patch 1.10.0 must be installed. To Install 1. Download: LHR_dust.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love Submitter Dark Hope Submitted 08/17/2025 Category Mods K1R Compatible Yes  
  28. 1 point
  29. 1 point
  30. 1 point
  31. 1 point
    Huh. Well of all possibilities, that wasn't on my bingo card.
  32. 1 point
    Everything is on the surface)
  33. 1 point
    Doesn't look like it. As far as I can recall, the only human heads I ported were for Kira (doubles as the TOR Jedi Exile with different hair) and Jaesa, and that's not either of them. Doesn't appear to be any of the vanilla K1 or TSL heads though. The hair definitely has that chunky TOR look to it, but having a quick browse through the TOR Community character creator tool I couldn't see it. However, if you look at what I assume is Canderous on the left, you can see he has rounded ears. That's a dead giveaway that it's not a vanilla head, since those all have blocky rectangular ears. My guess is that this is from some sort of "high poly" head mod. Doesn't appear to be a mod that's hosted either here or Nexus that I can see from a quick search though. @Dark Hope: Where does that female head model come from?
  34. 1 point
    Possible, yes. Entirely practical in some cases where stunt animations exist (e.g. Malak/Revan Dantooine star map cutscene, Kreia/Sion/Nihilus betrayal cutscene, etc.). Not particularly feasible in cases with custom animations where no equivalent stunt animations exist in the game files and/or scenes featuring certain types of impractical/impossible to replicate VFX (e.g. Bastila vs Revan fight dream sequences on both counts).
  35. 1 point
    This mod sounds amazing! Love the fact that you're keeping it a large project with a big install too, installing small mods one by one and having compatibility issues is so tedious. I think the biggest problem plaguing the game when evaluated against modern standards is the NPC cloning, there's such a lack of human and alien variation. If this was fixed across the game (unique faces for all NPCs), it would go a long way to making the game feel modern when paired with other texture and reshade mods. So I think your vision for the game is absolutely nailing it! Good luck, can't wait to see this released.
  36. 1 point
    Pretty cool! Ive looked at the ressources, you can tell Quanon's ambition! Entirely new planets made from scratch in 2008... What a madman 😄 Unfortunately most of the stuff in there is far from a playable state. I don't know if Quanon would be willing to dive into fixing all of this honestly. I'm already very grateful that he is currently helping us restoring the most playable stuff from all of this (ie Korriban modules) but who knows? We'll see in the following months how all of this work takes shape. There is a long road ahead of me 😅
  37. 1 point
    No this would be rather easy if anyone wants to do it It would require using mdledit and importing maybe some textures from K1. Sometimes I think I'm a bit of a perfectionist, tweaking details that 99% of people out there won't even notice. Maybe (surely?) it's too much at times and I should curb my enthusiasm a little sometime. Although I have a hard time stopping myself haha. Very interesting ideas, especially regarding the kind of Mayan vibe i really like that. George Lucas had a passion for anthropology after all. I kinda already planned to add crystal formations to secondary planets. I think i'll keep it to 1 or 2 crystals max, because i still want Dantooine and Korriban to stand out in that regard. But still, would be cool to find a unique crystal formation lost in the Kashyyk shadowlands, in the burried temple on Tatooine, or at the bottom of the ocean for Manaan. A little treat for today... As you may already know, @Quanon had pulled out custom modules for K1 in the past (I think only one thing got playable at some point, the Beta Korriban Temple Mod. ). These custom modules were really ambitious and I love the overall aesthetic, specifically the Korriban ones. Well I'm delighted to announce that Quanon has opened the doors to its superb resources for us recently! He is currently fixing his models so we can import them into blender (these models were made with older tools, and it tends to be broken with nowaday tools) and edit them freely. The first pieces from this collaboration are done, and you can see his custom module in video. All the models are Quanon's original work! Ive only edited the module walkmeshes, overall lighting/fog (because obviously, there is no lightmap), added small fallen rocks at the entrance, a little smoke effect in the sith chapel and animated light to the central piece, and finally fixed some texture uv maps. @Quanon is still working on this and there will be more rooms to this module! Congratulations to @Quanon and huge thanks to him, the assets are GORGEOUS 🥰
  38. 1 point
  39. 1 point
    What have been or has become your favorite Lightsaber builds from the workbench? I've been playing around with some different ones lately and have come to appreciate a few nuances in both lore and gameplay. My got to for my last few playthroughs have been: -Jenruax -Green -Upari -Improved Beam Gem lens -Expert Fencing Emitter -Telgorn Volt Cell III This gives me pretty good damage and blaster defense, as well as let me hit some insane critical roles when running the Shien form with force speed + power attack. Another personal favorite I like to do it: -Opila -Blue -Ankarres Sapphire -Improved Vibration/Pontite lens -Expert Fencing Emitter -Ultimate Diatium Power Cell This one is a lot harder to pull off due to the drop chance of getting the Ankarres Sapphire, but it gives you some really big damage without relying on critical chance (but still gives you good crits with Keen). I tend to use the Vibration Lens for Weapon Masters and Pontite Lens for Marauders due to the defense penalty you get with Fury. I don't really care to use the PC Crystal anymore because it's more fun to try to min-max a character without relying on it and going for a run reliant on pure random drops. What's some fun builds you've tried?
  40. 1 point
    Some bad news and some good news. The bad news: the restored Carth's dialogue when you're initially tossing and turning in your bed has been removed as a temporary solution to a game breaking bug. The good news: the update that removed the above restored content replaced it with Shuma the Hutt. Here is how he appears in the pre-release screenshots: Here is how he appears in RC-K1CP: The old restoration mods and K1R all restore Shuma out in the Hangar Bay even though the above pre-release screenshot exists and the fact that Shuma greets you to his "humble abode" - a term that would make much more sense if he were inside an actual room and not out in the open in the Hangar Bay. To both differentiate RC-K1CP from K1R and to remain faithful to Bioware's original intention with the character, I have restored Shuma inside Elise's room, the one where she appears after you complete the missing droid sidequest. Elise, her boyfriend/her droid will now spawn in the hallway just outside the room to make way for Shuma. In the game files there are four Hutt textures whilst in the vanilla game there only three Hutts. With Shuma added, that brings the total up to four Hutts and as you can probably tell Shuma is using Ajuur's old appearance. To prevent two identical Hutts in your game I decided to restore the unused Hutt texture for Ajuur on Taris. Ajuur will now look like this:
  41. 1 point
    You will need the KOTOR Blender plugin. I used the 3.3 LTS version of blender but it looks like it has now been updated to newer versions. I still recommend using a LTS version. First you need to switch to the lightmap UV. If you don't, the lightmap will be baked on top of the diffuse texture. You can find this under UV Maps in each meshes Object Data Properties. Select each mesh and click UVMap_lm. Yes, it is tedious but it's required. To bake the lightmaps with the plugin, click the KotOR menu -> Lightmaps -> Bake(Auto). You should click an empty space, first, to make sure no meshes are selected. If meshes are selected it will only bake for what is selected. At this point you may notice the lighting looks bad. The UVs need to be unwrapped and some lightmaps will need to be resized to a higher resolution. This is optional but it helps me keep it organized. Look through the list of meshes and see which ones have lightmaps. I then rename the meshes to start with the lightmap name (lm0_Object19,lm1_Box01, lm9_mesh456,...). When unwrapping the UVs this makes it easy to select all meshes that share a lightmap, which you may be doing multiple times. There's 3 ways to unwrap the lightmap UVs. Each has different advantages and disadvantages. The best to use will depend on each group of meshes, sharing a lightmap. 1) Lightmap Pack (Most efficient) - This one will work for most but sometimes the triangles of a face get separated, creating an ugly seam. 2) Unwrap (Medium efficient) - Keeps the basic shape of faces the same bust doesn't pack as efficiently. This one requires you to select all(a key) UVs first or nothing happens. 3) Smart UV Project (Least efficient) - This one maintains the shape of faces perfectly but each UV takes up a lot of space. May require you to increase the lightmap resolution really high to look good (1024x1024 or more). While in the layout workspace, select all meshes that share a lightmap. Then switch to the UV Editing workspace. All meshes need to be selected in the 3D view, for the UVs to show in the UV editor. Then select one of the unwrap types in UV -> Unwrap. Remember, if doing regular unwrap, selecting all UVs is first required. Now, go back to the Layout workspace and bake the lightmaps. Some lightmaps may have weird artifacts or look low res. You can compensate for that by resizing the lightmap texture. Go to the UV Editing workspace and select the lightmap to edit. Then Image -> Resize. I try not to resize higher than 512x512 and I keep less detailed meshes between 16 and 128. The larger the texture size, the more memory it takes in game and the longer it takes to bake. Then go back to Layout workspace and bake again. To save the lightmap texture, go to UV Editing layout then Image -> Save As. You will need to do this for each lightmap once and make sure you choose TGA when saving. After, you can use Save All Images. I haven't even touched on lighting but here's a few tips: - Under World Properties, the surface color will affect your lighting a lot. I prefer to just remove the surface(or make it darker) and it gives me more control over the lighting. - Point lights fill the room with a lot of ambient light. If you want more control over the shadows use spot lights. - The game engine will add even more lighting on top of the scene. You can control this in the light's Object Properties -> KotOR Model Node -> Light
  42. 1 point
    I still need to fiddle with the lip sync for the Dantooine Ruins scene, but since that's horribly laborious, I decided to look at some of the other scenes. Here's a first crack at recreating the Star Map visions - albeit without the black spiderwebs/fog effect. It's not exactly 1:1, but close enough. With the animated camera setup done, it should be pretty simple to transfer it to the other three maps to capture their movies, and get the footage for the cross-fade during the revelation scene. Edit: Tweaked the setup a bit after working on the Kashyyyk map. Edit 2: Added the Manaan and Tatooine map sequences. One thing I don't understand is why they are so inconsistent. Some barely show the map opening before they end, others show the later section of the anim where you can actually see the galaxy map. I think it would probably be worth offering alternate versions that follow the Tatooine map's timing. Edit 3: Maybe the timing differences are because they used those same clips to create the Revelations sequence. I personally took a different approach in order to properly sync their animations and get a seamless transition between each shot.
  43. 1 point
    OK so here's another comparison, this time with the star map timing adjusted and with the (re)addition of the vanilla lighting, as requested by @Sith Holocron. Although I did tweak the light in the first room to switch it from the original yellow colour to the blue of the light in the star map room. I've since made a minor FoV tweak to the last shot (from 11° to 12°) which hopefully should bring every shot to parity - or as close as I can make it - with the original. I think the only remaining changes are to open the door leading to the room where you encounter the droid (and Nemo's corpse), and delete the flag placeable in the computer room just visible off in the background of the close-up on Malak's face. Strangely the lights fixed the issue with the shading around Malak's eye sockets, which was a nice bonus. The only thing remaining that really bugs me now is the desync between the star map opening and the sound effect for it. This is present in the original video, so it's a problem with the audio track. I'm guessing they must have made a late adjustment to the animation after they had already finalised the audio. Or maybe it was just a mistake. Not sure what can be done to fix it. We could overlay a duplicate of the map opening SFX, but then you'd get a weird duplicate/echo thing going on. Maybe that back end of the audio track could be adjusted/stretched? That might screw up the music though. I guess I can try playing around with it.
  44. 1 point
    The Dantooine dream stunt anims exist, although Revan and Malak's positions don't line up with the Ruins layout so they'd need adjustment. The animated camera does line up with the layout though (starts outside the star map chamber). The models are M15aa_c01_cam, M15aa_c01_char02 (Malak), M15aa_c01_char04 (Revan), M15aa_c01_char03 (door). For other stuff like the Bastila/Revan fight and the revelation sequence, most of it should be able to be recreated with mostly generic anims. It would probably need to be done in TSL, just because you can script all anims there, unlike K1. There might need to be the odd custom anim cobbled together. The star map fly-arounds would be simple enough. It's really only the Hawk's take-off/landing sequences, Taris fly-overs/bombardment, and endgame Star Forge battle sequences that would be difficult. They can't really be done in-engine. I did play around with the idea of redoing the take-off/landing videos, but it would be a ton of effort. I had a brief fiddle with the first half of the Manaan take-off before moving off to focus on other things. That would really require a team of people, not just because of the workload but because you'd need people to handle different facets. Like all the missing VFX in this shot for example. Manaan_Take-off_WIP_Render_Test_2b.mp4
  45. 1 point
    View File Unique Sith Governor A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.05.2023 Installation: Simply click on the TSLPatcher.exe, click install and sit back and watch the TSLPatcher do its magic. Description: The Sith Governor is an NPC you encounter towards the end of Taris, in the vanilla game he uses the 'Dark Jedi Apprentice' appearance which is seen throughout the game as a generic enemy. The appearance of the Dark Jedi Apprentice NPCs is very similar to the appearance of Darth Bandon, an NPC you find later on in the game. Whilst the game doesn't explicitly say this, we can assume that the Sith Governor NPC is a non-Tarisian foreigner who was appointed to his position by his superior Dark Jedi. The Governor mentions he doesn't yet own a Lightsaber, suggesting he's only an Apprentice. Dialogue with various NPCs across Taris suggests that the Sith Governor is the absolute dictator of the Sith occupation on Taris as he most likely signs up any law the Tarisians have to abide by and has the absolute authority to do whatever action he wants to govern his planet. For an NPC with such authority on Taris, why would he look like every other Dark Jedi Apprentice you see in the game? And since the Dark Jed Apprentice looks like Darth Bandon, it lessens the 'impact' both NPCs have on the player. You see the Sith Governor... he isn't unique, he looks like Darth Bandon! You see Darth Bandon... he isn't anything special, he looks like that weak Sith Governor. This mod was requested by the user "Sniggles", the one who maintains the Kotor Mod Builds on Reddit, to fix that problem. With this mod installed, the Sith Governor shall wear a unique Sith Governor's uniform based on the vanilla Sith Officer uniform and shall have a unique head model capable of displaying the mask item he wears making his appearance totally unique from Darth Bandon. This mod was originally going to be included as part of a bigger Sith Officer uniform mod, though with the prospect of Sniggles adding it to the Kotor Mod Builds and the fact some players might prefer this small mod over a big Sith Officer mod, I have since decided to release this feature separately. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. If the player and/or party is wearing a mask item, it is possible that the Sith Governor's mask item might be rendered invisible. This is a bug in the Game's engine and cannot be fixed. Incompatibilities: Please report any incompatibilities! If you have "Invisible Headgear" installed the Sith Governor's mask shall also be invisible. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. As per Heyorange's readme, assets from the Sith Uniform mod are free to use as long as Heyorange is properly credited. Thanks to: Heyorange: For creating the Sith Uniform Reformation mod, for which the Sith Governor's uniform is based on! Sniggles: For requesting the mod! Bioware: For such an amazing game! Obsidian: For giving Colonel Tobin a Dark Side transition, this skin was used as a basis for the Sith Governor's Dark Side transition! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 05/14/2023 Category Mods K1R Compatible Yes  
  46. 1 point
    If you're talking about models exported from KoTOR, you can't. To turn low-poly models to high-poly, you generally use subdivision levels. In Blender, it's a modifier called 'Subdivision surface', in Max they call it 'Turbosmooth'. Anyway, this simply splits each quad (i.e., a face with 4 vertices) in smaller bits. An algorithm calculates the average distances between existing vertices when placing the new ones, making the model look smoother. You can easily divide a quad because each side will be split in 2, so from one quad you end with 4 quads. And so on. However, triangles can't be split evenly so subdividing those can generate inadequate results. See below: The cube on the left consists of only quads, while the one on the right is made of triangles. The cubes below are the result obtained from subdividing the cubes above. Now, I'm going over this stuff because models in KoTOR are made up of triangles. Partly because the 3d assets are really old, but also because video game engines prefer triangles in general. Here's what the Rodian model looks like when freshly imported in Blender. Triangles galore! I've added a subdivided version of the same model on his right. Now, depending on what you want to achieve this might be perfectly fine for you. However if you want to rework the models or use them as a base for sculpting, you won't get far with this. Instead, you want to turn those triangles into quads. For a good chunk of them, you can do so with a neat shortcut in Blender: Go into 'Edit mode', press A to select all, then hit Alt+J. Now that's much better already. Some stuff is falling apart because I didn't merge the model's vertices as several of them are split. You'll notice that a lot of triangles remain on the hand and the head. For these, your options are limited to manually fix them into quads. If you're new to 3d, this is going to be challenging, because you need to understand how topology works to get a good result in the end. Again, it depends on what you want to achieve. If you're looking to get a base to do some sculpting on, I would simply create primitive objects (cubes, spheres, cylinders, etc.), resize and place them to match the model. Here's what it would look like: Then apply the subdivision, import in your preferred sculpting software, remesh/dynamesh and get going. As for tools, there's a wide variety you can choose from. Blender has the advantage of being free and having a lot of online resources, especially on Youtube, available. However it lacks some useful features that you might one day care about and many find its UI very confusing. Most other software suites, if not all, are destined to a professional audience and are therefore quite intimidating to beginners. Generally, there is no one single program that can do everything perfectly. They're just tools and they more or less excel at the given tasks they were designed for. If you're only getting started in 3D, I'd recommend using Blender until you understand all the basics of 3d, then get the trial versions of similar general 3D software (Maya, Modo, 3DSMax, etc.) and see what you prefer.
  47. 1 point
    View File Light Side Female Saves with KOTOR 1 Community Patch and All Romances This is a set of KotOR 1 save files of a complete light side female Scout and Jedi Guardian playthrough, with the KOTOR 1 Community Patch (K1CP) installed, and all side quests, party member conversations and romance subplots completed. SAVE FILE DETAILS These save files consist of a 100% complete playthrough of a light side female player character with the KOTOR 1 Community Patch (K1CP) installed. All side quests are completed, including the Genoharadan quests, all party members' personal quest lines, as well as the romance subplots of Bastila (modded), Carth and Juhani. This set of save collection is also created with the purpose of testing party member and NPC content, including romances, in mind, so I used JCarter426's Biromantic Bastila and Pan-Galactic Flirting on top of K1CP in these saves. To make it easier to test mods that affect modules, I created a save immediately before entering a new area/module. In order to make it more convenient to test out different points of party member conversations and personal quest line, I also created save files before talking to party members as often as possible. Additionally, I created save files immediately before a new party member joins or a party banter is triggered. Class: Level 4 Scout + Level 16 Jedi Guardian Order of visiting the worlds: 1. Endar Spire + Taris 2. Dantooine 3. Yavin 4. Tatooine 5. Kashyyyk - until Jolee joins 6. Manaan - to start doing the Genoharadan quests 7. Rest of Kashyyyk 8. Yavin 9. Rest of Manaan 10. Korriban 11. Yavin 12. Unknown World + Star Forge MODS USED Mods I used in these save files: (Ordered by the installation order of the mods) 1. KOTOR 1 Community Patch 1.9.2 2. JC's Romance Enhancement: Biromantic Bastila for K1 1.2 by JCarter426 3. JC's Romance Enhancement: Pan-Galactic Flirting for K1 1.0 by JCarter426 4. Easy Swoop Racing by Darth333 (Installed only when doing the Manaan swoop races) Other mods that are shown in the screenshots that do not affect save files: KotOR High Resolution Menus 1.5 by ndix UR HD UI Menu Pack 1.1 by ndix UR Submitter Leilukin Submitted 10/22/2022 Category Game Saves Mods Used https://deadlystream.com/files/file/1258-kotor-1-community-patch/ https://deadlystream.com/files/file/1548-jcs-romance-enhancement-biromantic-bastila-for-k1/ https://deadlystream.com/files/file/2115-jcs-romance-enhancement-pan-galactic-flirting-for-k1/ https://www.geocities.ws/d333mods/minig.html Game Knights of The Old Republic  
  48. 1 point
  49. 1 point
    The 2.0 version of the mod is now live! It has fixed some of the bugs of the previous version and adds something new as well! Update 2.0.0 (Major Update) features: - Updated the global.jrl file to be completely compatible with TSLRCM and M4-78 Enhancement Project. Now the global.jrl file in the override folder can be safely overwritten by the mod’s file without causing any issues! - Added a movie with an animation that replaces the broken “get_close.ncs” script. - Added a new outfit for Mira inspired by the Twin Suns outfit. To equip it You must unequip all clothes / robes / armours, the outfit basically replaces the underwear model! I have updated the mod here on DS as well as on ModDb and Nexus Mods! I am also leaving a version here so You can quickly grab it and check it out! Mira_Romance_Mod.rar
  50. 1 point
    Lip Syncing (the easy way) This tutorial will show you how to make custom Lip Synching with custom Voice Overs without the need for complicated Mod Prefixes etc. I advise you read through the installation of the CSLU Toolkit below before visiting the site. Tools you will need -Microphone / Voice Actor -Audacity - http://audacity.sourceforge.net/ -Lip Synch Editor - http://www.starwarsknights.com/tools.php#de -CSLU Toolkit - DropBox Link -DLGEditor - http://www.starwarsknights.com/tools.php#de -Notepad Installations Download the Audacity Installer and install Download the ZIP file containing the LipSynchEditor and unzip it. The CSLU Toolkit provides some extra work to install. Visit the above link and enter your email and you will be sent a download link. Download the installer and run it. Select Typical Install and accept the default options. Then go and get a cup of tea while you wait for it to download and extract. Download the ZIP file containing the DLGEditor and unzip it. Notepad comes with windows. Writing Dialogue For writing dialogue here is an excellent tutorial https://web.archive.org/web/20150925104635/http://www.lucasforums.com/showthread.php?t=180845 Although we will be focussing on two specific things which will be covered later. Make sure you have all of your dialogue written out and then take each individual line and put it in a text file. You can name it whatever you like but I normally use the NPC tag and then a 2 digit number e.g. Hello, How are you today? - commoner01.txt I'm fine thank you - commoner02.txt It just helps distinguish between files. Recording Now plug in your microphone and start up Audacity. Hold the microphone to your mouth and then press the record button and say the first line. You may find it is too quiet and that you need to use the Amplify Effect in the Effects Menu. Then use the drop down menu on the audio channel and select Mono. Then select File, Export and save it as the same name as the corresponding line in the text file for example commoner01.wav would be the sound file for Hello, How are you today? - commoner01.txt Record every line individually and put them in a folder with the .txt files. Make sure that there is no punctuation other than full stops, commas, question marks and exclamation marks as this is all it supports. Lip Synching To acheive custom lip synching you need to use the CSLU Toolkit to create a .phn file that can be read by the LipSynchEditor. To do this open Notepad and type the name of your wav file, followed by a space and the name of your text file. Continue this on the next line for each sound and text file. For example commoner01.wav commoner01.txt commoner02.wav commoner02.txt commoner03.wav commoner03.txt and this can be continued on. Save this as list.txt Next go into the LipSynchEditor folder you extracted earlier, then into Extras and then into Importing. There should be a file named makephn.tcl in there. This will need to be in the same folder as your voice overs, your text files with the words and your list file The next step is slightly different depending on your operating system. Windows XP: Click on Start -> Run and type "cmd" (minus the quotes) and hit enter. Vista/7: Click on the Windows Logo and run a search for "cmd"(minus the quotes) and click on the result that says either cmd or command. (I can't remember which it is as I have XP) You will now need to use some commands to navigate to the directory in which you saved all your files and the makephn.tcl script. The three commands are: dir - lists the contents of the current directory. cd *name of directory* - moves into the *name of directory* cd.. - Moves to the previous directory. For example I made the directory on my desktop and my default start location is C:\Documents and Settings\Tim So I would need to use the command dir cd Desktop cd Voice Overs The dir command is not necessary it just helps to find the names of some folders. You will then need to run the script makephn.tcl that you put in that folder and put list.txt after it. For example: makephn.tcl list.txt would be all you need to type. It will then think about for a bit and then if it is successful it will pop up with a little box that has nothing in. This means it is done and you can close it. If it comes up with an error double check that your sound file is MONO and that there is no excess punctuation in your text files. If you now check your folder there should be a lot of .phn files which are what we need hurrah. Now start up the Lip Synch Editor and click File, Import Phn. Hold down Control and select all of your phn files. This should come up Then click File, Save All and save your .lip files. Now open DLGEditor and click on one of your lines and find the VO_ResRef field. In here type the name of your .lip file without the .lip bit. Then tick the box that says sound exists. You will now need to put the .lip file in the .MOD for the module or in a seperate .MOD for voice overs it doesn't really matter. Then the .WAV needs to go into the StreamWaves Folder for K1 or StreamVoice for K2, NOT INSIDE ANY FOLDERS. HUZZAH you are done. It will work. Hope this works. Any questions, I will endeavour to answer them. If I missed anything or it doesn't make sense then please tell me and i will correct it. Thanks for reading. TB12